Can't destroy or move science/manufacturing/economic capitals once built or captured.

Before I started my science capital on a planet, I captured a small near worthless planet with one already built and then couldn't build on the planet I originally intended to. I had to destroy the whole colony before I could finally build it on my intended planet. Also, as one "acquires" planets, it would be nice to move the science/manufacturing/economic capitals to better locations where they would do more good, but you can't w/o wiping out the colony first (which is unrealistic to do in a tight game). Any chance of changing this?
8,424 views 15 replies
Reply #1 Top
It is not a bug. All capitols, achievements, trade goods, and wonders cannot be demolished. It pays to spend on espionage so you can check out what is on a planet before you invade, so you don't end up getting a poorly located one before you've built your own.
Reply #2 Top
When you see it you can chose to use something like the tidalwave so with luck it gets off with it :9
Reply #3 Top
Dont go messing round with that measly tidal wave! Drop asteroids on it!
Reply #4 Top
It is not a bug. All capitols, achievements, trade goods, and wonders cannot be demolished. It pays to spend on espionage so you can check out what is on a planet before you invade, so you don't end up getting a poorly located one before you've built your own.


It takes away from the immersion of the game to have somebody AVOIDING taking a planet because it has a very important building there, that's just daft. I agree that you shouldn't be able to move capitals at a whim- it forces you to think ahead, perhaps weigh short term benifits (building a capital on a planet that would be good now) against long term gains (waiting to find a higer PQ planet to dedicate to whatever).

This is just a personal opinion of course, but I'd prefer it if you could only BUILD one of each capital rather than only being able to OWN one (excluding captured ones). This would also remove the exploit I remember reading about somewhere where you could get tons of capitals by taking a civ's capital, waiting for them to build another, then capturing that one as well.
Reply #5 Top
It is not a bug. All capitols, achievements, trade goods, and wonders cannot be demolished.


It may not be a bug, but it's poor design. Why would my empire use the capital of a newly aquired slave race? And if you've already build your own capital you can still take over other to get more, the above exploit is still there. IMO extra capitals should either be auto-demolished when you take their planet, or you should be given a choice of either demolishing the new capital or making it your new capital and demolishing your old one.
Reply #6 Top
It is not a bug. All capitols, achievements, trade goods, and wonders cannot be demolished.


It may not be a bug, but it's poor design. Why would my empire use the capital of a newly aquired slave race? And if you've already build your own capital you can still take over other to get more, the above exploit is still there. IMO extra capitals should either be auto-demolished when you take their planet, or you should be given a choice of either demolishing the new capital or making it your new capital and demolishing your old one.


uhhh i like that

that way you can have 2 capitols
Reply #7 Top
not only 2 but as many as you can conquer, or so I think by reading kyro's post...
Havent noticed that myself, I just conquer the whole race , dont pay too much attention I guess. Next time I play ill be more carefull when invading a civilization I have espionage on so I get to count how many capitals I'm going to have.


Monc34
Reply #8 Top
Meh, I've got no problem with sterilizing a planet just to move a capital. Its not like I won't have plenty of other planets with maxed populations by then. Just a matter of moving a colony ship there.
Reply #9 Top
Just a thought about Capitals. Maybe they should have something to do with your form of government. Initially, when still in Imperial, a centralized form of government, only your homeworld should be able to build Manu/Tech/Econ/Poli Capitals. When you research Republic, you can then decentralize your Capitals, and build them anywhere - that means, don't build them until you go for Republic, unless you really want any of them in your hw. Of course, the Poli Cap still needs Democracy. I know the impact, just thought it would add some more "flavor".
Reply #10 Top
Why would my empire use the capital of a newly aquired slave race?


Because a capital is a *building* with *benefits*, and folks who don't play Evil probably don't think of newly conquered worlds as being enslaved. Removing the Torian boot from your neighbors' necks is liberating them

There are numerous historical examples of new regimes absorbing the grand state architecture of the past, e.g. the Hagia Sophia in Istanbul (almost typed Constantinople, but Istanbul's not...) or the Kremlin in Moscow.
Reply #11 Top
almost typed Constantinople, but Istanbul's not...


Great... that song's gonna stuck be in my head all day now.

"Why they changed it I can't say, maybe they just liked it better that way."

I didn't realize races could actually *rebuild* capitols after their initial one was conquered.

*Note to self: Gift good planet to minor race. Capture minor race's planet after they complete capitols. Repeat.*
Reply #12 Top
Speaking of taking planets, when an enemy planet joins your empire through influence, the planet's racial ability and soldiering etc remain the native race's or switch to yours?
Reply #13 Top
This is my opinion... you have a building, a capital building, you evacuate the building and fill it with explosives. You detonate the explosives and somehow mirraculously the building is not damaged! Even though just down the road you blew up another building made of the same metal - but it was not protected by the mysterious magic of being a 'capital'oooow aaaarrr.

Yes not being able to demolish capitals is totally idiotic. Try a morale and or economic penalty for doing it instead of this rediculous invincible building magic complete joke!
Reply #14 Top
I totally agreed that unable to remove captured capital building is nonsense. Why put such restriction with the excuse that I have to espionage to find out where capital buildings of enemy race?

Who's care about enemy capital building after the planet is captured!? The only valid reason to find their capital buildings planets during espionage is to conquer them and reduce their infleuence, bonuses, etc but not to keep their buildings after that.

It is definitely poor design and poor excuse from Kryo.
Reply #15 Top
It is definitely poor design and poor excuse from Kryo.



I wouldn't go so far as to say that... Kryo's response is a legitimate one for certain reasons but for the fact that it goes against the 'realism' of being able to destroy a building. If could attach warp engines to my capital, i could conquor the galaxy with it because it is indestructable!!! This needs to be fixed.

Also some people might not want to use espionage so they can get the random insult event for wars - i love this event personally and so i never use espionage.